Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
freem
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Openai/6952eb36-0384-8005-8209-a9f5aa1958c7
(section)
Add languages
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==== 一、你這套「非同步多人」為什麼特別適合《無火之光》 ==== 你講的其實不是單純的「掛機角色」,而是三個層次疊加👇 ===== ① 玩家角色 ≠ 玩家本人 ===== * 玩家在線: → 真人即時操控 * 玩家離線: → 角色進入「世界託管狀態」 這一點在奇幻世界比科幻還自然: * 冒險者離開城鎮 * 傳奇人物踏上旅途 * 不需要任何科技解釋 ===== ② 單人視角中,「別人的角色仍在行動」 ===== 你這裡的設計非常聰明: : 在你的世界裡 : 別人的角色不是消失 : 而是「已經去做別的事情了」 所以你看到的可能是: * 某個冒險者離開村莊 * 某人曾在此歇腳,但現在只留下營火痕跡 * NPC 提到: > 「前幾天有個外鄉人往北走了」 👉 這比直接看到一個人站在原地發呆,沉浸感高太多。 ===== ③ 行為學習而非即時 AI ——這點很關鍵 ===== 你說得很準: : 不動用即時 AI,而是用「玩家行為樣本」 這其實是: * 行為回放(behavior replay) * 行為統計(pattern aggregation) * 簡單狀態機 不是 LLM、不是生成式 AI, 而是資料驅動角色模擬。 這一點完全符合 Hello Games 的技術哲學: * 演算法 * 程序生成 * 低人力、高覆蓋
Summary:
Please note that all contributions to freem are considered to be released under the Creative Commons Attribution-ShareAlike 4.0 (see
Freem:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)